1. Yet Another Zombie Survivors
  2. News

Yet Another Zombie Survivors News

Yet Another Update 0.7.0a (HOTFIX)

[h3]Welcome, Survivor![/h3]

We're releasing the first hotfix update to version 0.7.0. The changes are as follows:

[h3]GAME BALANCE[/h3]
  • Slightly lowered overall game difficulty (especially the number of projectile-spawning enemies).
  • Endless: Horde stat scaling reduced, further lowering the game's difficulty on this game mode.
  • Health Regeneration base (initial) value is now +5 HP/s (from 0 HP/s).
  • Base Cash pickup value increased to 400$ (from 300$).
  • Base Specialization gain increased by around 60%.
  • Cash & Specialization multiplier from Difficulty Levels lowered to 1x/1.5x/2x (from 1x/2x/3x).
[h3]CLASS BALANCE[/h3]
  • Tank: Bombing Strike: Bioweapon: Now has 100% to apply Toxify status effect.
  • Ghost: Thousand Cuts: skill tree node's Cooldown Reduction increased to 0.2s (from 0.1s).
  • Pyro: Blowtorch: attack hitbox enlarged & base damage increased to 250 (from 200).
  • Pyro: Flamethrower: base damage increased to 300 (from 250).
[h3]QUALITY OF LIFE[/h3]
  • Skill tree: Empty nodes are now selectable to improve the controller and keyboard experience.
  • Improved visibility of Chemical explosion effects.
[h3]BUG FIXES[/h3]
  • Green Hell: Fixed Endless difficulty being too high because of wrong wave durations.
  • Fix for the music looping incorrectly at times.
  • Fix for the reported manual aiming issues.
  • Items: Fixed issues with Stretcher, Camping Set, and T-Pose Doll still applying their effects once removed.
  • Tank: Fury Unleashed: Cooldown works properly now when both Ability Cooldown Reduction & Duration are very high.
  • Pyro: Molotov Cocktail: Spray: Cans now correctly rotates according to the laws of physics.
  • Several Achievements had their requirements unified between the in-game and Steam values.
  • Other minor and language fixes.

Please keep us updated with your reports, feedback, and suggestions. We want this game to be an awesome experience for everyone, and we'll continue to work towards that goal with each update.

We appreciate your support, reviews, and patience as we work on the game ːheart_meː

ㅤStay awesome,
ㅤㅤAwesome Games Studio


  Discord X / Twitter Facebook Instagram TikTok


https://store.steampowered.com/app/2163330/Yet_Another_Zombie_Survivors/

Yet Another Content Update 0.7

[previewyoutube]https://www.youtube.com/watch?v=UkKRL81Jtjk[/previewyoutube]
[h3]Welcome, Survivor![/h3]

Remember how we promised you smaller updates and then released the biggest one yet? Well, sorry... this one's even bigger than the last one, eclipsing it completely.

Update 0.7 is now live, and as it increases the game's code size by 80%, we're calling it a re-evolution! We believe the time we've spent developing this update has been well worth it, as YAZS is now a much deeper and more varied game than ever before.

There's a lot to unpack! Here are some of the key highlights:

[h2]ㅤːfu_skullː New meta-progression & Specialization Points[/h2]

The old skill tree has been reworked into... several brand-new skill trees!

The general tree now has more nodes to invest your points in. All the missing stat nodes are now part of the skill tree, and there are also completely new ones, such as "White Powerup Duration" and "Damage vs. Elites". In addition, the first row is made up of permanent unlocks, which are automatically unlocked as you reach each column, unlocking and expanding in-game systems as you play.

There's now a new system for leveling up your Survivors called Specialization, which gives each Survivor their own skill tree. You no longer need to farm zombie kills on every team leader: Your Survivors level up and gain Specialization Points simply by being on your team and by ranking up their weapons and abilities during each run.

Your previous progress will automatically carry over into the new system. Each Survivor will receive the amount of level and skill points equal to their unlocked rank. General skill tree points will transfer at a 1:1 ratio up to the spendable maximum available in the previous version of the game.



[h2]ㅤːfu_skullː 56 Ability Evolutions & Survivor Synergies[/h2]

Gone are the days of "meh" abilities. Introducing: Ability Evolutions!

Starting with this update, each ability will have two additional evolutions, which you can choose from as you level up your abilities to their maximum ranks. As you level up your Survivors, you'll eventually get the option to unlock Evolutions for each of their abilities.

These evolutions can take many different forms. A second row of Sawblade Drones that circle counter-clockwise? An Energy Shield that acts as a projectile-blocking force field? Resurrection, which collects all the XP and Healthpaks on the map? The choice is yours every time you play.

What's more, you can now unlock synergies between different Survivors, adding extra effects to certain abilities or gameplay features. In Update 0.7, each Survivor receives two synergy nodes, each for a different teammate, and we'll be introducing more Survivor synergies in the future. Have fun experimenting with different squad configurations!

We've also tweaked every weapon and ability, hoping to draw more attention to the strengths of each option. This also means that we've reworked the passive abilities that didn't do anything gameplay-wise except be a placeholder for stat boosts. Four passive abilities have been completely reworked into new ones that we hope you'll enjoy using!



[h2]ㅤːfu_skullː Select Loadout: Badges & Difficulty Levels[/h2]

A brand new interface for the starting loadout was added to the game!

Most of the feedback we receive is related to the difficulty of the game, so we're taking the first step towards allowing everyone to customize the game's toughness to their liking by introducing Difficulty Levels. You'll start each run on each map at the first difficulty level, but as you complete the challenge you'll unlock new ones. This gives you a third, vertical way to progress through the game's content!

We want the base difficulty level to be a relaxed experience, while the higher levels will hopefully prove to be a worthy challenge for our hardcore players. We're starting with 3 levels and plan to introduce more in future updates. The levels now differ in Horde scaling, Elite enemy appearance chance, and the reward multiplier, but we'd like to eventually introduce new enemy attack patterns on the higher difficulty levels.

We're also adding a new initial loadout system in the form of Badges. These can be unlocked and upgraded in each of your Survivor's skill trees. You will be able to choose up to 4 badges before each run to customize your starting stats. The Team Leader bonus system is currently disabled as we work on a new and fun way to reintroduce it, but Badges should serve as an even better replacement for the time being.



[h2]ㅤːfu_skullː Tags & Item system overhaul[/h2]

Tags are a completely new thing in YAZS, but they are closely tied to the damage types (elements) of Survivor's attacks. Each weapon and ability now has a damage type tag attached to it, making it easy to see which ones scale from what type of damage. Acquiring these also increases the number of tags of that type, so the more Fire damage weapons and abilities you acquire, the more Fire tags you'll have.

Stacking Tags not only increases the damage of that Tag, but also increases the chance of applying the status effects that are tied to it. Taking this a step further, a certain number of Tags will also unlock a second bonus tied to each of these elements. For example, stacking the new Slashing damage type tag increases the chance to apply the Bleeding status effect, which drains a percentage of HP from enemies on each tick. Stacking more than 10 Slashing Tags gives you a chance to proc an Open Wound effect, which multiplies the Bleed damage by five!

Items have been either tweaked or completely overhauled, and now serve as powerful single-stack gameplay modifiers. Due to the super-powerful nature of the items, there's now a limit to how many you can have at any one time (up to 8), but it's a fair trade-off for some truly run-defining effects. Feel like you're missing out on some kind of synergy or can't fully utilise their power? Don't worry - we'll be adding more items in future updates.



[h2]ㅤːfu_skullː Per-Survivor stats & diminishing returns[/h2]

Remember stat caps? Well, forget them, they're gone.

Most stats that could reach a cap now have diminishing returns instead. This system allows you to collect stat gains and bonuses in a run virtually indefinitely. The bonuses you gain will gradually decrease as you gain more, but the gains will always remain as such, the idea being that you never have to stop accumulating power if you don't want to!

Another system that has been implemented to further increase the depth of gameplay and build variety is the per-survivor stats. All weapon and ability-related stats are now tied to each of your Survivors on the team. These can be improved separately using Military Training, where you can choose which Survivor receives the highest bonus (others receive 50% of the bonus).

The above change has allowed us to increase the numbers in the Military Training bonuses, as well as introduce the first batch of items and ability evolutions that take into account the per-survivor stats and the number of Survivors in your team.



[h2]ㅤːfu_skullː Jukebox & QoL improvements[/h2]

Miss the old music? We hear you! It's back, and you can now play any tune on any map!

The Jukebox is now available from the pause menu, and it re-enables the use of Creative Commons licensed music tracks from previous Early Access versions of the game (check the toggle in Options > Audio). As long as you've cleared the map and game mode where the music first appears, you'll be able to queue, play and even create playlists of your favorite tracks in-game!

We've also improved the leveling aspect of the game: The Cash requirement for each Survival level has been reduced by $500, and the Cash you collect during a run is now saved between runs, so you'll continue to progress in the meta progression every time you play, even if you're just a few dollars away from the next skill point. Extermination mode now allows you to earn Cash, and the Skip function now both restores your HP and gives you extra Cash!

And that's not all! You can now change the way the camera works so that it's always centred (no more motion sickness!). You can reduce visual clutter with the Terrain Detail Density slider and further customize graphical fidelity with the added presets. Controller users can now enjoy added gamepad vibrations, and you can now decide if the game pauses when you switch Windows / alt-tab it.



[hr][/hr]
Patch notes / Changelog
[hr][/hr]
  • New stat systems:
    • Global and per-Survivor stats (separate for each Survivor in the squad),
    • Diminishing returns for most stats - displayed as "BONUS (REAL VALUE)",
    • Military Training now offers much greater Survivor stat bonuses,
    • Infinite level-up upgrades now offer stronger bonuses for random Survivors,
    • Due to an infinite number of Banishes now being possible, Infinite upgrades are now non-banishable,
    • New stat bonuses calculation equation (“Base
    • A
    • B
    • C” changed to “Base + (A
    • B
    • C)”).
  • Meta progression rework:
    • One general skill tree (old system of Cash → Training Points),
    • Skill trees for each Survivor (new leveling system: Specialization),
    • Upgrades and synergy nodes between different Survivors,
    • Max skill tree levels equal to the maximum amount of skill points possible to gain, which will be increased with future updates,
    • Previously earned training points transfer directly up to the maximum number of skill points needed to 100% the old skill tree (up to 475),
    • Cash required for each Survival Level is decreased by 500$ (faster leveling!),
    • Cash progress is now saved between runs.
  • New Survivor leveling system:
    • Specialization bar fills from the time spent on the field and the amount of upgrades acquired on each Survivor,
    • Specialization is separate from Cash and Training Points (main skill tree currency),
    • Different game modes, maps, and difficulty levels have different specialization points gain modifiers,
    • Previously earned Survivor ranks transfer directly into the new system’s ranks (skill tree columns unlocked),
    • Each Survivor's progress is saved between runs.
  • New Badge system:
    • Select badges before starting the game to receive stat boosts,
    • Unlock new badges from Survivors' skill trees,
    • Use badges to customize each run to your liking.
  • New Difficulty system:
    • Customize your run by selecting the difficulty level,
    • New difficulty levels are unlocked by completing previous ones on each map and game mode,
    • Higher difficulties are harder, but offer better Cash & Specialization point rewards,
    • Currently offers basic scaling modifiers, with more advanced changes and difficulty levels coming in future updates.
  • Damage type tag system:
    • Every weapon, ability, and their upgrades, that deal set damage type, adds +1 to its tag,
    • Each tag gives a damage type bonus and a higher chance of applying its status effect,
    • Additional effect applied after reaching certain tag amounts,
    • Tag system can interact with other systems, eg. item effects.
  • New damage types/tags & their status effects:
    • Kinetic - Injured (Damage done increased),
    • Slashing - Bleeding (Percental damage over time),
    • Electric - Electrified (Damage and Crowd Control),
    • Fire - Burning (Damage Over Time),
    • Ice - Frozen (Crowd Control),
    • Chemical - Toxified (Spreading Damage Over Time),
    • Explosive.
  • 56 new Ability Evolutions (2 ultimate upgrades for every ability).

  • Revamps of passive-bonus abilities:
    • (Huntress) Eagle Eye → Bear Trap (Damage / Crowd Control),
    • (Ghost) Protocol: Critical → Pulsar (Damage / Crowd Control),
    • (Medic) Transplantology → Medical Drone (Healing / Shield / Damage),
    • (Medic) Field Surgery → Experiment 21 (Damage / Status Effects).
  • Item system update:
    • Reworks for almost all existing items,
    • Items are much more powerful on average,
    • You can have up to 8 items at one time,
    • Items can be replaced when obtaining more than six/eight,
    • 9 new items. 8 old items temporarily disabled, to be updated.
  • New Horde AI:
    • Enemies units now work together to surround the player,
    • Zombies find blind spots around the player and try to fill the gaps,
    • Fastest enemies are now slower (most notably - Runner Zombies).
  • Cash (Money) collected is now saved between runs, so every game now always moves your overall Survivor Level further.
  • Extermination Mode: You now receive Cash for each wave cleared (100$
  • wave number
  • map difficulty
  • difficulty level).
  • The player's hitbox has been reduced by ~15% - allows easier movement in tighter spaces.
  • Recruiting a Survivor through an SOS Signal also gives +20% XP Modifier.
  • “Lockdown” function is now a permanent general skill tree unlock and can be used indefinitely in gameplay.
  • "Skip" function restores 10% HP and gives at least 150$. It also no longer requires holding the button to work.
  • Team Leader Survivor passive bonuses removed; this system will be reworked and re-added in a future update.
  • Weapon Cooldown system improved for single-ammo weapons (Shotgun, Bow, Katana, Axe, Flasks), allowing for greater attack speed ceiling and smoother gameplay with these weapons.

  • Balance changes to all weapons and abilities. Some notable examples:
    • Most stats adjusted to take the new tag system and skill tree node upgrades into consideration (many are weaker early but much stronger late game / on higher meta progression levels),
    • Laser / Blowtorch / Flamethrower: Applies first damage instance faster,
    • SWAT: Sniper Rifle: Attack range increased, further emphasizing its core strengths,
    • Tank: Rocket Launcher explosions now deal correct (higher) damage, and Weapon Attack Speed scaling was added,
    • Huntress: Multishot: Has one additional arrow projectile on rank 4,
    • Medic: Syringe Gun: Has up to 2 more syringes in its magazine (from 2), and Weapon Attack Speed scaling was added,
    • Medic: Flasks: Both flask types have +1 projectile on rank 4, and the second flask is always thrown at a greater distance.
  • Item Pool Customization: You can now ban up to 20% of your items (from needing to have at least 40 items unbanned).
  • Level-up explosion now deals 50 flat damage (from 15).
  • Survivor unlock requirements adjusted.
  • 14 new achievements.

  • Achievements requirements adjusted:
    • "Tons of Damage": Damage required raised to 9,000 (from 1,500),
    • "It's Over 9000!": Damage required raised to 90,000 (from 9,000),
    • "Gear Of War": Now requires 6 items (instead of 5),
    • "Third Time's a Charm": New trigger; get hit 3 times in a row without receiving any damage.
  • New settings & options:
    • Overall graphics quality,
    • Ground coverage / detail density,
    • Pause game and/or mute audio when in background,
    • Camera movement style (smooth or stuck in the center),
    • Controller vibrations for gameplay and interface actions.
  • Vile Wasteland: The Worm hits more enemies when it goes above ground (OM-NOM-NOM buffed),
  • Language & terminology consolidation (Money → Cash, Magnet Range → Pickup Range, Reload → Cooldown, Fire Rate → Attack Speed, etc.).
  • New save game file / name change (YAZSGameSave_20230620_01.es3 → YAZSGameSaveFile.es3). Previous progress is safely and seamlessly transferred to the new file.

  • It’s now possible to launch the game with the use of a different graphics API than the default one, for debugging and troubleshooting purposes, by adding these launch parameters:
    • -force-gles32
    • -force-d3d11
    • -force-d3d12

[hr][/hr]
What's next?
[hr][/hr]
With this update, we've implemented most of what we promised last time (meta progression overhaul, difficulty levels, synergies, damage types, ability evolutions) and more along the way, but we're not stopping there!

For the near future, we plan to work on the things listed below:
  • Fixes and tweaks to the current systems based on your feedback,
  • Survival Guide, which will serve as both a tutorial and an in-game wiki with the most important gameplay related information,
  • Customizable starting loadout / Team Leader perks,
  • One Hit game mode rework into something more arcade'y,
  • New gameplay mechanics/map interactables within the playable area?
  • Further improvements to the item system: More items & synergies, possible item upgrades and/or combinations,
  • Further improvements to the difficulty system and/or Boss type enemies & attack patterns,
  • Separate, non-cloud save for in-game settings (e.g. graphics options),
  • Steam Deck support improvements / verification,
  • New map, new Survivor & more synergies,
  • Leade███████.

We'll continue to implement more things with both major and minor updates, so expect to see some new features added in 0.7.X. As always, we won't stop improving the game based on your feedback, so don't stop letting us know what you like and what you'd like to see improved.

Again, sorry it took so long between 0.6 and 0.7, but as you can see, the amount of changes to the game code and the way it works has been staggering. We'll try our best to release smaller, but still notable major updates in the future - thank you for your patience!

Special (big) thanks to our amazing beta testers who went above and beyond to help us make this major update to the game. Thank you so much!

See you in the next one!


ㅤStay awesome,
ㅤㅤAwesome Games Studio


  Discord X / Twitter Facebook Instagram TikTok


https://store.steampowered.com/app/2163330/Yet_Another_Zombie_Survivors/

Public Beta Test - Version 0.7

[h2]Welcome, Survivor![/h2]

We are launching the beta test for the 0.7 update to the game. Please read the information below to find out what's changing in this build and how you can help us test things. Keep in mind that everything is subject to change based on your feedback, so please let us know what you think.

[hr][/hr]
IMPORTANT: To reduce any possible confusion and accelerate the implementation of changes, please keep all the discussion related to the test versions to the spaces listed below: You can also send us your feedback at [email protected]
adding "0.7 Beta" somewhere in the title of your message. Thanks!

[hr][/hr][h2]How to join the Public Beta Test?[/h2][hr][/hr]
Want to help us out & get an early look at the new version of the game? Awesome!

[h3]DISCLAIMER: Before jumping straight in, please understand, that this version of the game might be unstable, create issues when switching between old & new builds of the game, and may generally be less stable, more buggy, and in an overall imperfect state. We will do our best to help you with any issues, but please understand the risks associated with beta testing.[/h3]

If you understand the potential problems and are willing to take the risk, here's how you can get in:

[h2]How to join:[/h2]
  1. Open your Steam client, find Yet Another Zombie Survivors on your games list, right-click its name and select the "Properties..." option.
  2. Enter the "Betas" tab, click the "None" drop-down menu on the right, and select the "public-beta" option. You can always return to the default version of the game by selecting "None" again.
  3. If you want to share your feedback about the beta version (thanks in advance!), click the image below to join our Discord server (you'll need an account for that, but it'll be worth it, believe me!):


  4. When joined, you will be able to comment on the current beta version in the new #yazs-beta forums, which you can join by selecting it from the drop-down list:
  5. And that's all! If the beta/test version of the game is different from the current one, the Steam will update the game with its changes. You will know that the Beta Branch is active from the "[public-beta]" text to the right of the game's title in your game's library.

[hr][/hr][h2]What should I test in this version?[/h2][hr][/hr]
There's a huge amount of changes in this version, making it our biggest update yet in terms of size and lines of code. We haven't taken a break all this time - we've been working on YAZS every single working day, and we're excited to share this new version of the game with all of you!

Here are some of the things that have been added/changed in this release:
  • New meta-progression: brand new skill trees & Survivor leveling (Specialization),
  • Ability Evolutions: 2 new ability variants for all in-game abilities,
  • Difficulty Levels & Badge System (Starting Loadout),
  • New damage types & new damage type tag scaling system,
  • Rework of all in-game items & 6-item slot system,
  • More advanced horde/zombie AI (zombies will surround the player),
  • Cash is now saved between runs, no longer disappears on win/loss.
  • Lockdowns are now permanent and can be used indefinitely,
  • Balance changes to every single weapon and ability,
  • Survivor unlock requirements adjusted (team leader bonuses disabled for now),
  • New save file (progress should be transferred directly from the old file),
  • Language & terminology consolidation (Money → Cash, Magnet Range → Pickup Range, Reload → Cooldown, Fire Rate → Attack Speed, etc.).
  • New settings in Options: Graphics Quality, Ground Detail Density, Pause Game/Music in Background, Center Camera, Controller Vibrations.

A more detailed changelog can be found at: https://pastebin.com/NsfM8aeT

We'll provide the final changelog at the full release of the 0.7 update.

[hr][/hr][h2]What should I do if the game works worse or crashes?[/h2][hr][/hr]
Keep us posted on the stability of the game, as we'll continue to work on improving the game and fixing any issues you may encounter with this beta test. If the game stutters or crashes more than before, please let us know!

If your game is performing worse than before, please press F8 on your keyboard and quickly fill out the survey to let us know what's going on. This will also send us your log files so we can check if there are any errors happening in the background.

If your game has crashed, you can send us your crash reports instead, which you can find at
  • %localAppData%\Temp\Awesome Games Studio\Yet Another Zombie Survivors\Crashes\
Please zip / rar / 7z this folder and send it to us at [email protected]


[hr][/hr]
Given the amount of changes in this game version, we can't say exactly how long the beta will last. We'll be working on making the changes and improvements that need to be made based on your feedback, possibly implementing major changes to some of the systems if such a need arises.

Thank you for all your support and patience ːheart_meː

ㅤStay awesome,
ㅤㅤAwesome Games Studio


  Discord X / Twitter Facebook Instagram TikTok

https://store.steampowered.com/app/2163330/Yet_Another_Zombie_Survivors/

New bundle: Soulstone Survivors x Yet Another Zombie Survivors

[h3]Welcome, Survivor![/h3]

The next update is coming along nicely, but it still needs more time in the oven. But we have news!


[h2]Soulstone Survivors x Yet Another Zombie Survivors[/h2]

Soulstone Survivors is another gem in the Bullet Heaven genre, and we're happy to announce that you can now get both games at a discount with this brand new Zombies 'n Soulstones bundle!

https://store.steampowered.com/bundle/43777/Zombies_n_Soulstones/

They just released a new major update they've been working on, so be sure to check it out!


[h2]Quick progress update on the next update[/h2]

As always, thank you for your patience as we work on the 0.7 update. We're closer than we've ever been to releasing an open beta, but the amount of changes is so staggering that it's taking longer than expected. Here's what you can expect when we're done:

Brand new skill trees, two evolutions for EVERY ability in the game, base ability reworks, stat system overhaul, new damage types, new horde AI, reworks for all items, and the list goes on and on!

We hope you're excited, because we're not slowing down, and we're going to do our best to get it out to you as soon as possible, while maintaining the quality of each release as much as possible. Cheers!


ㅤㅤ Discord ㅤㅤ X / Twitter ㅤㅤ Facebook ㅤㅤ Instagram ㅤㅤ TikTok


ㅤStay awesome,
ㅤㅤAwesome Games Studio

Yet Another Development Update — July 2024

ㅤ[h3]Welcome, Survivors![/h3]

You asked for a status update, and we're here to serve. Please enjoy the read!

[hr][/hr]
  • [h3]Version 0.7 Progress Report[/h3]
[hr][/hr]
The last month has been pretty hectic so far, as we're in the process of moving our office to another building (more space, ho!), but we're still hard focused on developing our beloved Bullet Heaven ːheart_meː.

Work is progressing steadily. The amount of changes and improvements in this release is staggering, and as such it takes time, but we hope it will be worth it in the end and make YAZS a much more interesting game than before!

Most of what we're doing right now is code and numbers, but there are a few things we can show you to give you an idea of where we're headed. Keep in mind that everything we discuss here is not final and subject to change. So your feedback is more than welcome!


[hr][/hr]
  • [h3]Per-Survivor stats and removal of stat caps[/h3]
[hr][/hr]
All capped stats are now scaled with diminishing returns in mind. This allows them to scale indefinitely, so you no longer have to worry about crossing the line and picking a less-than-optimal upgrade. All stats will have a breakthrough threshold, after which further investment in them will result in lower bonuses, but bonuses nonetheless.

Weapon and ability stats are now tied to each survivor. Our goal with this change is to both allow for a much larger stat boost for the squad member of your choice, as well as introduce an additional tactical element to the game where players are incentivized to mix and match stats across their teams depending on other factors within the current run.

With this change, the Military Training panel will now focus on selecting a bonus to a specific Survivor's stats, while other upgrade sources will focus on boosting team-wide stats and buffing all survivors at once. However, we're still discussing what to do with infinite upgrades after you're done with the leveling options.

ㅤㅤㅤㅤㅤㅤ

[hr][/hr]
  • [h3]New damage types and type tag stacking[/h3]
[hr][/hr]
To further increase the variety, we're adding new damage types to the game, which are
  • Kinetic
  • Slashing
  • Explosive
Kinetic damage type will be dealt by all bullet and piercing attacks, such as from: Pistol, Bow, Shotgun, etc. This damage type will be the most common, so we're still thinking about a fun effect to tie into it. For now, we're just scaling its numbers higher than others.

Slashing damage type comes from all the cutting tools in the Survivor's arsenal, such as the Katana, Axe, and Saw Drones. Our current plan is to have these attacks place an Injured debuff on enemies, increasing the damage they take from all sources.

Explosive damage is self-explanatory, as it includes all the regular explosions currently in the game. The common effect of all #Explosive damage is that it is dealt in a circular area of effect, and as such, adding this type to the game will allow us to add modifiers to the range and damage of explosions separately. This will certainly make the game... a blast to play ; )

Damage types will now sometimes overlap. For example, Pyro's Fireaxe will be both #Slashing and #Fire, while Hunter's Exploding Arrows will be both #Kinetic and #Explosive. The whole "tag" damage type system will allow us to introduce more mechanics that benefit from accumulating multiple damage options of the same type, as well as specializing in "rainbow" teams armed with many different damage tags.


[hr][/hr]
  • [h3]Item reworks and item slots[/h3]
[hr][/hr]
While we've previously teased item upgrades/evolutions, we're currently putting those on hold for the 0.8+ update and focusing instead on the basic rework of the items themselves.

As mentioned in the previous development update, we're reworking virtually every item in the game, making them (hopefully) much more powerful and game-changing. Gone will be the days of boring "just +1% to stat" boosts, because even if an item does provide a stat boost, it should now be much more impactful and tied to additional scaling or game mechanics.

Having said that, we'll still want some items, especially the basic ones, to be easy to understand and universal. The more advanced ones will offer more in terms of synergy or specific play styles, many of which will work well in tandem with others. The first iteration of items will not be the final, as we hope to tweak them further and introduce many more interesting and advanced options in the future.

Since items are a big gameplay modifier, each item will have only one stack (you can't take the same item multiple times), and their maximum number will be limited by a certain number of slots. However, we're trying to balance things so that the number of items will scale nicely with each game mode, and the limit should only be a real factor in the endless modes, where you'll have to strategize about which powerups to pick up and hold on to.

[hr][/hr]
  • [h3]Ability reworks and evolution[/h3]
[hr][/hr]
Abilities will be stronger and more powerful with the introduction of brand new evolutions for each of them, as well as synergies between different Survivors (added to their respective skill trees). We're also reworking some abilities that were boring and didn't fit well with the new & improved game systems.

To make set Survivors more interesting, all simple passive stat bonus abilities - such as "Eagle Eye" and "Protocol: Critical" - will be reworked into brand new ones. The passive stat boosting effects will still be tied to the Survivor's kits, as we'll be adding them as skill tree nodes, synergies, and starting perks (v0.8+).

We've already teased two of these new abilities on our social media profiles (be sure to follow us there!). Medic, for example, will be getting a Medical Drone ability, which is a defensive and offensive tool in her kit. When stationary, it'll heal survivors, but when in motion, it'll switch to attacking nearby targets, giving Medic a new support ability that doubles as a damage-dealing ability.

Every single ability in the game will now receive two evolutions, which (once unlocked) will allow you to choose between two ultimate modifiers for each of them as a rank 5 level-up upgrade. Some of these modifiers will make the damage-dealing ability deal even more damage or change its type entirely. In contrast, others will modify the ability to work differently, some even completely reversing its effects or triggers.

ㅤㅤㅤ

[hr][/hr]
  • [h3]Adressing other common points of criticism[/h3]
[hr][/hr]
The game will continue to evolve and improve in all areas, so you can be confident in its overall quality. With update 0.7, we're working to add more QoL improvements, which include, to name a few
  • New leveling system that brings meta progression rewards to Extermination mode.
  • Improved lockdown system, making the option both more useful and infinitely usable.
  • Controller vibrations, background pause/mute audio options, survival guide, and a music player!
Game difficulty will be further optimized to allow more room for simple, casual fun. The first implementation of difficulty levels will be added, which will also introduce greater challenges to the game, as we plan to make it much harder (and more rewarding) for players who consciously seek out difficulty spikes.

More maps and Survivors coming in upcoming updates. Once we're done with all the big changes we're currently working on, we'll resume our work to add at least two new maps and two more Survivors to the base game before its full release. While we would love to add more, we want to keep our scope realistic (we're a tiny indie studio, remember?), so the above will be our goal for version 1.0.

Game performance and readability will be further improved with additional code magic, as well as new options to customize the amount of ground clutter (e.g. grass) and the graphics quality setting. The latter will both make the game look better than ever before and allow it to run at the lowest settings available, lowering the game's minimum requirements. We're also working on smoothing out the crashes that some players have reported (thank you for your patience!).

ㅤㅤLOW GRAPHICS: ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤULTRA GRAPHICS:
[hr][/hr]
  • [h3]See you in the open beta![/h3]
[hr][/hr]
As mentioned before, please understand that all of the above is a work in progress, and things are subject to change from today, through the upcoming open beta tests, and even until the end of the Early Access period. If something works worse than intended, don't worry, it will be improved and polished over time.

Depending on how long it takes us to implement the rest of the planned features, we're still aiming for the end of July or the first half of August to launch the Open Beta and hopefully get all the feedback we can. Remember, our goal is to make the game as fun as possible, and we won't rest until that goal is achieved.

[h2]Thank you for your continued support![/h2]

If you'd like to, be sure to check out one of our social media profiles and/or our Discord server:

ㅤㅤ Discord ㅤㅤ X / Twitter ㅤㅤ Facebook ㅤㅤ Instagram ㅤㅤ TikTok


ㅤStay awesome,
ㅤㅤAwesome Games Studio